TW-A26R Invader Light Bomber / Attack Aircraft:

While one of the lesser known aircraft of World War II, introduced relatively late in the war, the Invader had a
relatively long career. Was much faster than the B-25 Mitchell bomber and was able to carry twice the bomb load it
was original designed for. Armed with up to fourteen forward firing fifty caliber machine guns, it was extremely well
armed.

Redesignated the B-26 in 1948, the aircraft was not retired in United States service until the late 1960s / early
1970s. In fact, they were retired only when the air frames reached their safe limits of allotted flying time. Served in
Korea, Bay of Pigs, and Vietnam. After World War II, it often operated in the ground attack role. Remained in
served in the Columbian Air Force until 1980s as well a being operated by various civilian groups much later than
that.

Even though limited numbers were built compared to many other World War II bombers, a large number
survived compared to them. Some of these were preserved in various forms until the coming of the Rifts. Techno-Wizards found several of these which they used to design a techno-wizard version of the aircraft. As a result, the
design that they came up with is an amalgamation of different designs.

While the design was developed to look like the World War Two aircraft, it is a modern design otherwise.
Modern materials and high tech systems were used in the design. A major change in appearance compared to the
aircraft in World War II is that it mounts what appear to be wing tip fuel tanks like the late Vietnam era B-26K
“Counter Invader” rebuild. Even so, many owners put nose art similar to World War II bombers on these aircraft.

As with many other techno-wizard designs, the original R-2800 engines are replaced by fusion engines which
give virtually unlimited range as well as increasing the top speed. The fastest conventional prototype of the Invader
was the XA-26D with a top speed of just over four hundred miles per hour. The techno-wizard version improves on
this with a top speed of just under four hundred and forty miles per hour.

Backing up the twin fusion engines, the aircraft has a telekinetic flight system. Using the telekinetic fight system,
the Invader can fly along ley lines without operating the main flight system. When flying in this manner, the techno-wizard bomber is virtually silent.

The aircraft has all new electronics. Looking at the original cockpit of the A-26, it was a maze of gauges. These
are replaced by holographic plasma displays designed to mimic the original displays but at the press of a button
become modern displays. Computers and a fly by wire system make the aircraft far easier to fly than the original A-26 although it does retain yoke controls instead of a joystick.

An advanced long range radar is mounted in the bomber enabling it to operate as an attack bomber or even a
fighter. This is backed up with a full suite of modern sensors similar to what are mounted in most robot vehicles. In
addition, the aircraft has enchanted “See the Invisible” optics.

The aircraft retains three crew with two operating the aircraft and the other operating the two remote controlled
defense batteries. Instead of being operated by a gunner, these gun mounts can be operated by an automated defense
system. Small changes were made to the cockpit to make it more comfortable and the cockpit is fully pressurized
with full environmental systems.

Weapons are of course the heart of the aircraft. In the nose, the aircraft mounts eight telekinetic machine gun in
place of the original .50 machine guns in the nose. When all eight engage a single target, the combined damage can
be devastating. There is a defensive mount on the upper and lower fuselage. Each is also armed with telekinetic
machine guns. All of the weapon mounts have to have their enchantments renewed each month but otherwise have
effectively unlimited payload. It was designed not to retain the wing mounted machine guns so that a greater payload
might be carried.

On the wingtips, what appear to be fuel tanks are actually mini-missile pods. Each pod has a payload of sixteen
mini-missiles for a total of thirty-two mini-missiles. All of the mini-missiles can be fired within a few moments and
have a longer range than the telekinetic machine guns. As such, they are potentially a devastating weapon.

Finally, the aircraft has both an internal bomb bay behind the cockpit and eight hard points, allowing it to carry a
considerable payload. Each hard point can carry a single long range missile or a mixture of lighter ordnance. In
addition, the hard points can mount mini-missile packs to augment the packs mounted on the wing tips. Internal
bomb bay is enlarged, partially due to removal of fuel tanks, and up to six long range missiles or a mixture of smaller
ordnance. Both the bomb bay and external hard points can carry bombs although most crews prefer missiles. While
not normally carried either, torpedoes can also be carried in ordnance bay.

Probably the most unusual weapon system is the “Spinning Blades” enchantment of the propellers. They can be
launched as a close range attack or even be used to parry incoming attacks. This can include energy blasts and
missiles. When they parry missiles, the magical blade are destroyed although the actual propeller is undamaged.

The aircraft is armored with modern composites and alloys. They are far less expensive than enchanted materials
and easier to replace. Backing this up is an “Armor of Ithan” force field. The Force Field can be activated up to three
times per day. Backing this up, as a defense against missiles, the bomber has a magical “Fireworks” chaff and flare
system. Various other enchantments give the aircraft further protection including the impervious to energy,
chameleon, and invisibility. Unlike the force field, these enchantments require magical energy from one of the crew
of the bomber.

Model Number: A26R Invader

Vehicle Type: Dual Engine Techno-Wizard Light Bomber

Crew: Three (Pilot, Co-Pilot / Communications, and Weapon Operator)

M.D.C. by Location:

[1] Wings (2):

240 each

[2] Elevators (2):

100 each

[2] Rudder (1):

140 each

Reinforced Pilots Cockpit:

200

Top and Bottom Mounted Turrets (2):

100 each

[3] Engines (2):

160 each

[3] Propellers (2):

60

Bomb / Ordnance Bay:

150

Landing Gear (3):

40 each

[4] Main Body:

480

Magical “Armor of Ithan” Force Field (3 times per day):

150

Notes:

[1] Destroying a wing will cause the plane to crash.

[2] Destruction of rudders will still allow the aircraft to be controlled by the varying of power levels of the engines
but the fighter has a penalty of -10 to dodge, and a -30% penalty to all piloting rolls. Destruction of the elevator will
leave the plane uncontrollable and pilot must eject to survive.

[3] The destruction of one engine or propeller will reduce the aircraft’s top speed by half and give the pilot a -2
penalty to dodge as well as giving a 10% penalty to piloting. Destruction of both engines means that the aircraft can
only fly using the magical flight system.

[4] Depleting the M.D.C. of the main body will shut the aircraft down completely, rendering it useless and causing it
to crash if in flight.

Driving on Ground (Taxiing): Only possible for take offs and landings as well as for parking and storage. Speed is
40 mph (64 kph) when traveling and not on take off or landing.

Flying: 438 mph (380.6 knots / 704.9 kph) with an altitude of 35,000 feet (10,668 meters) using conventional
propeller driven flight. 200 mph (320 kph) on Telekinetic flight system but aircraft must remain on a ley line for
flight system to operate.

Power System: Dual Flight System, Fusion Reactor with five year life-span and Telekinetic flight system for flight on
ley lines.

Cargo: Minimal (Storage for small equipment), does not include hard points or bomb bay. Ordnance bay, of emptied
of ordnance can carry up to 6,000 lbs (2,721.6 kg) of cargo.

Black Market Cost: 30.5 million credits.

Weapon Systems:

Eight (8) Nose Mounted Telekinetic Machine-Guns: Fairly lightweight and replace the eight Browning .50
machine-guns mounted in the nose of the Invader. All eight cannons can fire together and are normally
controlled from within the cockpit. It is enchanted by a series of spells so the cannon acts as a more powerful
version of the TK Machine-gun. This increases the weapon’s damage and instead of being reloaded, the cannon
must be recharged by the spell Telekinesis and 50 P.P.E. each once per month. The cannon does full damage to
targets that are impervious to energy.

Maximum Effective Range: 4,000 feet (1,220 meters).

Mega Damage: 6D6 each, 12D6 for two, 2D6x10+12 for four, and 4D6x10+24 for all eight.

Rate of Fire: Equal to the combined hand to hand attacks of the pilot (usually 4 or 5.)

Payload: Unlimited, although the spells must be renewed every month whether the cannon have been used or
not.

Two (2) Twin Telekinetic Machine-Gun Turrets: Mounted on the original bomber were a pair of mounts with
two Browning .50 machine-guns. These are replaced by telekinetic machine guns. Both guns in a turret can be
fired together. It is enchanted by a series of spells so the cannon acts as a more powerful version of the TK
Machine-gun. This increases the weapon’s damage and instead of being reloaded, the cannon must be recharged
by the spell Telekinesis and 50 P.P.E. each once per month. The cannon does full damage to targets that are
impervious to energy. Controlled by remote, the turrets can rotate 360 degrees and has a 90 degree arc of fire.
Mounts can be set up to operate on automatic and when on automatic has +2 to strike and six attacks per melee.

Maximum Effective Range: 4,000 feet (1,220 meters).

Mega Damage: 6D6 each and 12D6 for both in a turret

Rate of Fire: Equal to the combined hand to hand attacks of the gunner (usually 4 or 5) or six (6) attacks on
automatic (+2 to strike)

Payload: Unlimited, although the spells must be renewed every month whether the cannon have been used or
not.

Two (2) Mini-Missile Launchers (2): Medium capacity mini-missile pods are permanently mounted on the
outside edge of each wing. The launchers are normally used for ground strafing, anti-troop, and anti-emplacement attacks. Normal missiles used are armor piercing, plasma, or fragmentation mini-missiles.

Rate of Fire: Each launcher can fire one at a time or in volleys of two (2), four (4), eight (8), or sixteen (16) and
both launchers can be linked with the other mini missile launcher for up to thirty-two (32) missiles as one volley
(Counts as one attack no matter how many missiles in volley).

Payload: Each launcher carries sixteen (16) mini-missiles for a total of thirty-two (32) mini-missiles.

One (1) Internal Ordnance Bay: The bomber has a large bay in the main body that can carry a wide variety of
different ordnance types. Ordnance types include missiles or bombs. Missile and bomb sizes may be mixed
between different types of ordnance but an ordnance drop or launch must include the same type and size of
ordnance. Ordnance may be carried at the rate of four short range missiles, four light bombs, two medium range
missiles, or two medium bombs for one long range missile or heavy bomb. Both guided and unguided ordnance
may be carried. An equivalent number of torpedoes or depth charges to the number of missiles and bombs may
also be carried.

Rate of Fire: Ordnance is dropped or fired one at a time or in volleys of two to twenty-four but must be the same
size (light, medium, or heavy) and style of ordnance (all missiles or bombs in a volley.)

Payload: Twenty-four (24) short range missile or light bombs, twelve (12) medium range missiles or medium
bombs, or six (6) long range missile or heavy bomb. Ordnance can be mixed and torpedoes and depth charges
may be carried as well as missiles and bombs.

Eight (8) Wing Hard Points: The Techno-Wizard Invader can carry a variety of ordnance on its hard points.
The fighter has four hard points on each wing for a total of eight hard points. With the addition of modern sensor
systems, the fighter can control missiles instead of just bombs and unguided rockets. Mini-Missile pods are very
popular. There is no provision for jamming pods or towed decoys.

Bombs and Missiles: The only restriction is that a hard point must carry all the same type of missiles or
bombs. Both unguided and guided bombs can be carried.

Maximum Effective Range: Varies by missile type for missile and varies by altitude that bombs are dropped
at (See revised bomb and missile tables for details.)

Rate of Fire: Missiles can be fired and bombs can be dropped one at a time per hard point. Multiple hard
points can be linked as one attack but must be the same size (light, medium, or heavy) and style of ordnance
(all missiles or bombs in a volley)

Payload: Four (4) short range missile or light bombs, two (2) medium range missiles or medium bombs, or
one (1) long range missile or heavy bomb (all ordnance on a hard point must be the same size and type of
ordnance) per hard point.

Rate of Fire: Each pod can fire missiles one at a time or in volleys of two (2), four (4), eight (8), or sixteen (16) and
can be linked with other mini missile pods for greater number of missiles (Counts as one attack no matter
how many missiles in volley.)

Payload: Each pod carries sixteen (16) mini-missiles.

Two (2) Spinning Blade Propellers: Sometimes called “Buzz Props”, the enchantment is a modified
application of the Spinning Blades spell, this system converts conventional propellor blades into powerful
weapon and defense. When activated, the twelve blades appear in a floating circle ahead and slightly wider than
the arc of the converted propeller. These blades then spin like a demonic “buzz-saw”, protecting the fighter
against incoming projectiles. The blades can also be launched offensively in any direction at targets individually
on in groups. When launched as a group, the blades inflict double damage. Also, the volley of blades is
impossible to parry and can only be dodged.

Bonus: Blades have a +6 to parry missiles, rail gun rounds, auto-cannon shells, and other projectiles aimed at
the aircraft. Parrying a missile will destroy the blade parrying the missile. The defense system can also parry
energy blasts but is only at +2 to parry.

One (1) Magical “Fireworks” Anti-Missile Chaff/Flare Dispenser (1): In many ways this system is similar to
technological versions of the Chaff/Flare system. The anti-missile system works by combining three spells. The
three spells are Fire Bolt, Apparition, and Telekinesis. The physical effects of the system are identical to the
Triax Anti-Missile chaff but instead of being reloaded, it is recharged by spells.

The Invader has the following techno-wizard modifications built into the
Fighter. These require P.P.E. or I.S.P. from the pilot or observer.

Special Features:

Chameleon (6th Level) - 6 P.P.E. or 12 I.S.P.

Impervious to Energy (6th Level) - 20 P.P.E. or 40 I.S.P.

Invisibility-Superior (6th Level) - 20 P.P.E. or 40 I.S.P.

Special Equipment:

The bomber has all the standard features of a standard fighter (same as standard robot minus loudspeaker and
microphone) plus these special features listed. The special equipment is a combination of both magic and technology

Radar: Range: 500 miles (434.5 nautical miles / 805 kilometer), can identify and track up to 96 targets
simultaneously, It is also capable of Terrain Following for low altitude flight. With Combat & Targeting
Computer, the Invader can fire missiles at up to twenty four targets at the same time. The weapons officer frees
the pilot from controlling the missiles so he can retain his full attacks.

Magical “See the Invisible” Optics: Same as spell and used at will. 2,000 feet (610 meters) range. Can see
forces, objects, and creatures which can turn invisible, or are invisible. Can also see vaporous beings and astral
bodies.